This pattern is sometimes called Inside-Out objects (struct of tables, not table of structs), and has its legitimate place: better performance because of data locality - coalesced memory access. But I think not in JavaScript, and not bare (not-encapsulated).

We do a lot of passing around float x[], float y[] instead of Point<float> points[] because it's significantly more efficient, especially when you have packed binary encodings of primitives like delta encoding. But that's low-level graphics programming. That Javascript is an awful performance hit to do all that unpacking every time.

Hmm, Poe isn't the best analogy. Poe's character eventually gets closure by admitting to the deed. I'm thinking more like Lady Macbeth. No matter how much TATS washes his hands, his deed cannot be undone.

It's incorrect to think of Poe as morose. Turn the color saturation up on your television all the way. That's Poe.

Also supposedly, some early encryption can be found in Poe's writings. A literal savant. A true master of the language.

Not only do colors burn brighter, and hearts beat louder, but pictures of people look towards you. Their eyes literarly turn to your direction. You loose consciousness and exist at the front of all perception, with reality pushing you forward like a locomotive.

This alone does not make a murderer. It's horrible. It's like saying the flu was due to an evil spirit. No, you just got sick and need a rest. Your brain is "knocking" like a car and needs a tune up.

You don't need it, and you don't want it. You feel it coming months ahead. Give up drugs and coffee if you do. Not really that hard to escape. More of just like kicking a bad habit. Just needs to run it's course.

Provoking such people under mania will not drive them to murder, as much as dropping an ICU patient on the curb will create a murderer. Mentally ill, without help, die. They trip down the stairs in the morning, or food poison themselves. It's Looney Tunes stuff, Daffy Duck, not Darth Vader.

In game programming this usually is done for performance reasons - cache locality, prefetching, etc.
Old games are a perfect example for this - on modern hardware they can run in thousands of FPS, but are maintenance hell. Try to make exactly same game using modern programming model and you'll end up only in 100s of FPS due to cache misses, but it will be easy to maintain.